It's necessary for some very simple things in the script language. For example, making a hotkey that causes movement in a game. I won't work on the script language for a while, but the trigger code I wrote last week is the same code that will be used for the script language.
Actually there are three known bugs now. Somebody told me one last night in a game.Oh? I haven't notice them yet. What are they?![]()
1. When you close a Mojo, a connected Mojo may not close both its socket connections. Then when you reopen the closed one, the connection may not get fully reestablished.
2. If you close a Mojo whlie moused over, one or both cursors may get disabled or trapped.
3. Last night somebody reported that remote mouseover cursor gets trapped in a window belonging to Dark Age of Camelot.
Omg you're going to mod again!I was considering doing this myself. Let me talk to Svper and see if I can get some mod access to clean things up a little on this forum.
That's kinda what I was thinking too. Except with the nesting idea maybe the entries should be color coded to show whether they are inherited (defined in a parent setting) or overriden in the current setting. And maybe there should be tabs to look back at parents from which the current settings are inherited.I dont' know where the term came from. As far as a UI goes... hmm.... with the amount of keys available on a keyboard, the UI could get HUGE. I'm almost thinking some sort of spreadsheet type layout with a list of "input key" in one column, then multiple "output" columns on a per WoW basis (multi PC aware). So you can just type in what key you want output based on the input key.
And then I think -- this is too complicated for Mojo.
I never counted but the OS probably defines something like 150 or 200 key codes.. In addition some hardware devices (by mistake) use non-existent key codes so in a way there are 512 because the codes are defined by nine bits.
We can draw the boundary between "broadcast" and "hotkeys" anywhere we like.Maybe even a dynamic hotkey system like you do in the other menus - that add boxes as you use them?
Broadcast is just a subset of hotkeys, and it can include as much hotkey stuff as we want.
I'm thinking that the input to broadcast (the trigger) should always be a single key press or release. Whether the output can be a combination... I dunno, that's something to decide.
Certainly, the program will be able to do that, but I dunno which part of the program should do that ... which screen the user does it on, whether it's called broadcast or something else.
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